Multi-language games...

Started by bsdrago, Wed 14/04/2010 01:56:32

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bsdrago

hi, this is my first topic here. I did not find other topic like this one, so Im sorry if Im doing something wrong.

I was looking AGS documentation and I find my solution to multi language games:

Game.NormalFont = eAnotherNormalFont;
Game.SpeechFont = eAnotherSpeechFont;

So, I import some font and I can use. Thats ok.

Something it was not clear for me: Obviously, when I display something in screen, Im not using "normal" fonts, because Im not limited to 128 characters, because Im using "~ á ã ç" latin letters .

So, When I import a font, Im using a NEW set of letters, as FONT EXTENDED, or Im using directly a ttf font? In this last case, do I have to distribute a ttf font with my game?

Sorry about my english...

Thanks

Gilbert

When you import a font (be it a TTF or a SCI bitmap font) into your game via the editor, the font would be compiled into the game, so you don't need to provide the font files separately when you distribute your game. (A problem may arise if the TTF is copyrighted, but I think few people care about that.)

Note that the SCI font formats supports only 128 symbols (i.e. only characters with ASCII value < 128 could be displayed) and currently AGS supports only the symbols in the 0-255 ASCII range of a TTF, i.e. if the TTF has extended symbols not in this range (like CJK languages in particular) these cannot be displayed. I'm not sure about the codes of the latin accented letters. If they're within the 0-255 range you can just import a TTF and display them without any problems, but if some of them are out of that range you need to work around it by say, replacing some symbols that are within the range but you won't use with those accented characters.

bsdrago

Actually, 0-255 ASCII characteres to latin words is ok to all "strange" simbols.
Thanks Gilbet

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